Famitracker мануал

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Содержание


Написание музыки 8-bit(chiptu ne и т.д)

1. Самое простое использовать сэмплы, VSTi.

2. Можно использовать треккеры под Windows:

Boyscout — звук GameBoy;

Paragon Five — звук GameBoy;

FamiTracker — звук NES/Dandy;

Категории

[Проэкт] Dendy: теперь к услугам музыкантов

Зарегистрирован: 23 июл 2008, 21:37

Сообщений: 167

Наконец-то реализована возможность использовать родные консоли нашего детства (денди и вся остальная славная компания клонов), пропитанные особой, сакральной энергией того времени, в нашей музыке. Представляем вашему вниманию решение, позволяющее играть и записываться вместе с dendy —

Dendy USB Flash Card

Технический снимок из лаборатории:

Отныне Famitracker+Dendy — уверенные партнёры и компаньоны в деле создания 8bit.

Созданный в Фамитрекере NSF файл можно заливать на Dendy USB Flash Card через USB и воспризводить на любой Famicom/Dendy-подобной консоли. Репетиции, выступления, запись — теперь во всех аспектах музыкальной деятельности с вами будет ваша Dendy и картридж с вашей музыкой.

Dendy USB Flash Card поддерживает ромы на мапперах UNROM, AOROM, NROM, CNROM, что позволяет, помимо всего прочего, заливать игры на этот флэш-картридж.

На данный момент формируется серия комплектов на продажу. Подгонка программной части практически закончена.

В комплект Dendy USB Flash Card входит:

1. Флэш-картридж

2. Мануал по использованию

3. Программное обеспечение, драйвер

Техническая поддержка пользователей осуществляется через Chipmusic Stuff Shop.

Открытая группа

Минуточку внимания, пожалуйста, я бы хотел рассказать вам,

зачем эта группа, ребята. то, скорее всего не случайно — случайно сюда попасть это надо очень заблудиться.

Я решил собрать вас всех здесь для того, чтобы организовать комьюнити по, как нетрудно догадаться, той музыке, которой мы занимаемся, любим, слушаем, кто как.

Нынешний чиптюн достаточно многолик и представлен огромным количеством платформ и решений для написания музыки. Это комьюнити специализируется исключительно на NES/Famicom чиптюне, на трекерах, секвенсорах, языках программирования — всего, что связано со звуком конкретно на этой платформе.


Приблизительно чем мы будем тут заниматься?

Наверняка каждый из тех, кто начинал писать с самым известным трекером под нес — Famitracker’ом сталкивался с непониманием, с недостатком информации, с А ЧТО НАЖИМАТЬ ЧТОБЫ ЗВУК БЫЛ??

Так вот — надо запилить мануал.

Скачать Famitracker v0.4.4 / Фамитрекер () · Скриншот, Обложка.

FamiTracker is a free windows tracker for producing music for the NES/Famicom-systems. The interface is based on MadTracker and should be easy to use if you or even for use in your own NES-applications.

Some other features:

* Full real-time emulation of all channels

* Internal PCM to DPCM-sample converter

* MIDI input devices are supported

* NTSC comments and suggestions are welcome.

Source is available under the GNU General Public License.

Ранняя версия (0.4.2)

Чтобы скачать игру или программу (а так же другое, что мы там храним) с Яндекс-Диска, всего лишь нужно перейти на страницу (она откроется, после того как вы нажмёте кнопку Скачать у нас на сайте) а там уже кнопка Скачать начнет сгружать вам с Диска файл. Всё проверено удобно и безопасно.

DefleMask: A Multi-System music tracker

DefleMask is a free Cross-Platform tracker for producing music for many soundchips and old school systems.

DefleMask is donationware. If you find DefleMask useful please consider donating on the links at the bottom of this page. Your donation helps pay for server and development costs.

Supported soundchips so far:

YAMAHA YMU759 Mobile FM Soundchip

YAMAHA YM2612 FM Soundchip

Texas Instruments SN76489 PSG Soundchip

Z80 Game Boy

Hudson Soft HuC6280

Ricoh 2A03

Using this multiple soundchips support, DefleMask can compile music for the next systems:

YAMAHA SMAF-MA2 YMU759

SEGA Genesis/Mega Drive


SEGA Master System

Nintendo Game Boy

NEC PC-Engine/TurboGrafx-16

You can register into the forum in order to share your music and receive feedback from other members, post about DefleMask bugs and requests, or make general discussion about the tracker and tracking.

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The Music of Super Adventure Box

I would absolutely hate to be making music for video games in the 1980s.

Don’t get me wrong. I love classic game music. The hours spent playing and listening to classic NES, Super Nintendo, and Gameboy games had an enormous influence on me. However, the restrictions composers such as Koji Kondo, Hip Tanaka, Kazunaka Yamane, and Hiroshige Tonomura (just to name some of my favorites) had to deal with to create the iconic pieces of music we know and love are so mind-boggling, I’m thankful to not have to deal with them. Here’s a crash course on what making music for video games used to be like, as seen through the lens of our recent Super Adventure Box release in Guild Wars 2 .

I’ll focus primarily on the Nintendo Entertainment System, since it’s probably what the majority of people think of when they think of classic video games. For a much more technical breakdown, see the Wikipedia page on the NSF Sound Format .

Limited Choices

Back in the day, the sound chip inside the NES console was only capable of playing back five channels of audio at one time. There were four very basic synthesis channels and one channel that could be used to play back very low resolution samples. The sample channel was used much less frequently than the other four channels, so I won’t focus on it much.

The remaining four channels were as follows:

Channels 1 and 2 – Square (or Pulse) Wave

Channel 3 – Triangle Wave

This channel is almost entirely used for bass lines. It’s possible to use it for other sounds, but it’s not nearly as flexible as the square wave channels. You can’t play around with volume or timbre.

Image via Wikipedia

Channel 4 – Noise

This channel generates a white noise hissing sound. It’s possible to alter the pitch a bit, but it never really becomes a proper note. It’s either just “lower” or “higher” noise. It’s used almost exclusively for creating drum/percussion parts.

And that’s it; that’s your total sonic palette. No eighty piece orchestras, no awesome band or electronic artist to write some tracks for you. Just four channels. There was also no polyphony, or multiple notes played simultaneously by one instrument, so no chords. Finally, every piece of music and sound effect had to fit into 128k of memory. Good luck on your adventure.

Tracking Numbers

Next, let’s talk a little bit about how these folks had to actually compose the music. Nowadays, a composer generally writes and records all their music into a computer program called a DAW (Digital Audio Workstation), either recording live instruments or using virtual instruments loaded on the computer for each part. There are very few limitations placed on the composer, and they have more to do with time and budget than with the technology available. However, back then, it wasn’t so easy. I’ll pass it off here to my colleague Leif Chappelle, who also wrote some pieces for the Super Adventure Box content.


Leif Chappelle:

In the days of the NES and other 8-bit systems, there were no standard ways of getting music into a game. Composers either had to program hexadecimal data that called up the sounds we know, or write their own program to create that data. We call these programs “trackers.”

One of the main tools I use to write chip tunes is a program called Famitracker, which is a more modern approximation of a tracker used by 8-bit-era composers. Because it’s not the most traditional means of composition, let me go into a bit of detail on my process.

What you it probably looks nothing like music, or notation, or even a piano roll. Each column represents one of the four possible channels: Square 1, Square 2, Triangle and Noise.

Within the frame, a row is an individual beat. If you were to equate it with traditional notation, a row could act like a sixteenth note. In the example above, the downbeats are highlighted every four rows.

When all the instruments have been defined, it the keyboard approximates a piano layout, so I just navigate around with the arrow keys and input notes in the vertical scroll.

Tying Your Hands Behind Your Back

Thanks, Leif.

So, just imagine: it’s 1986, and you’ve been tasked with writing the music for a new adventure game starring a little elf in a green suit. You have 128kb of memory to use, four instruments, no chords, and you have to write everything in a program that requires a computer science degree in addition to your musical chops. It’s a miracle these men and women were able to pull it off, let alone create iconic music that almost any gamer can hum at the drop of a hat nearly 30 years later.

Be sure to head over to the official ArenaNet SoundCloud page to listen to all the music from Super Adventure Box and more.

It’s a cliche that form follows function, but in the case of classic game music, it’s absolutely true. The style one associates with old game music was mostly a result of the restrictions the composers faced. Despite the freedom afforded to us by modern technology, I wanted the music for Super Adventure Box to stick as close as possible to those restrictions.

Each piece needed a strong melody—some based on existing Guild Wars music and some wholly original. Each piece could only have four channels (we occasionally fudged this, but some NES games had extra sound chips in their cartridges, thereby adding more available sound channels, so technically it’s “canonical”). Finally, each piece had to loop back on itself, unlike the 2-4 minute ambient pieces in Guild Wars 2. which come and go randomly, leaving occasional breaks between the music.

For inspiration, we drew on everything from the obvious—like the Super Mario Bros. and Legend of Zelda series—to some other favorites like Battletoads, Double Dragon, and Metroid. Even with the restrictions we worked under, it’s incredible how far that sonic palette can be stretched into a wide variety of styles.

Game Over

So that’s the gist of it. It was an incredible amount of fun working on the music for Super Adventure Box, and the entire team did an amazing job bringing the 8-bit vibe into the world of Guild Wars 2. Be sure to head over to the official ArenaNet SoundCloud page to listen to all the music from Super Adventure Box and more.

If you’d like to learn more, here are a few resources:

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